mirror of
https://github.com/TwilitRealm/dusklight
synced 2026-09-07 02:10:14 -04:00
Audio res documentation, API cleanup, bug fixes
This commit is contained in:
@@ -6,43 +6,117 @@
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#define AUDIO_RES_SERVICE_MAJOR 1u
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#define AUDIO_RES_SERVICE_MINOR 0u
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/*
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* Defines APIs for replacing and adding audio resources.
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*
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* TP's audio engine (JAudioV2) is extremely complex. For more of an overview through its
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* functionality, please see docs/jaudio.md in the repo.
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*/
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/*
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* WSYS structs
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*/
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#define AUDIO_RES_DEFAULT_KEY 0x3C;
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typedef enum AudioWaveBank : uint8_t {
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SoundEffects = 0,
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MusicSamples = 1,
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} AudioWaveBank;
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typedef enum AudioWaveFormat : uint8_t {
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Adpcm4 = 0,
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Adpcm2 = 1,
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Pcm8 = 2,
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Pcm16 = 3,
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} AudioWaveFormat;
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typedef uint64_t AudioWaveHandle;
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typedef uint64_t AudioSoundTableHandle;
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/**
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* "Default" key for wave definitions. Key like musical key, not map keys or whatever.
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*/
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#define AUDIO_RES_DEFAULT_KEY 0x3C
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/**
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* Defines TP's raw wave banks, which can be modified.
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*/
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typedef enum AudioWaveBank : uint8_t {
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AUDIO_WAVE_BANK_SOUND_EFFECTS = 0,
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AUDIO_WAVE_BANK_MUSIC_SAMPLES = 1,
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} AudioWaveBank;
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/**
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* Defines formats for raw sample data the DSP can play back.
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*/
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typedef enum AudioWaveFormat : uint8_t {
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/**
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* 16 samples per 9 bytes custom Nintendo ADPCM.
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*/
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AUDIO_WAVE_FORMAT_ADPCM4 = 0,
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/**
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* 16 samples per 5 bytes custom Nintendo ADPCM.
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*/
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AUDIO_WAVE_FORMAT_ADPCM2 = 1,
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/**
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* 1-byte-per-sample simple PCM.
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*/
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AUDIO_WAVE_FORMAT_PCM8 = 2,
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/**
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* 2-byte-per-sample simple PCM.
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*/
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AUDIO_WAVE_FORMAT_PCM16 = 3,
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} AudioWaveFormat;
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/**
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* Handle to reference wave replacements/additions by mods.
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*/
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typedef uint64_t AudioWaveHandle;
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/**
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* Data needed to load a raw audio data file.
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*
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* @see AudioWaveInfo
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*/
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typedef struct AudioRawWave {
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/**
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* Format of the raw sample data.
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*/
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AudioWaveFormat format;
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/**
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* Sample rate, in Hertz.
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*/
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float sample_rate;
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/**
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* Last audio sample before ADPCM loop start point. (unused if not looping)
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*/
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int16_t sample_value_last;
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/**
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* Second-to-last audio sample before ADPCM loop start point. (unused if not looping)
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*/
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int16_t sample_value_penult;
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} AudioRawWave;
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/**
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* Metadata needed to play a wave.
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*/
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typedef struct AudioWaveInfo {
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/**
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* Base key (musical key). Set to AUDIO_RES_DEFAULT_KEY if you don't care.
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*/
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uint8_t base_key;
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/**
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* If true, the sample loops.
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*/
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bool loop;
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/**
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* Sample number where loop resumes when end is reached.
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* Does nothing if not looping.
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*/
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uint32_t loop_start_sample;
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/**
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* End of the wave. Stops playback if not looping.
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* Automatically clamped to the sample count from the file, if greater.
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*/
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uint32_t loop_end_sample;
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/**
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* If provided, specifies that the passed file is "raw" and only contains sample data.
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* This must be used if you want to ship ADPCM samples, as other containers do not support that.
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*/
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AudioRawWave const* raw_wave;
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} AudioWaveInfo;
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@@ -50,6 +124,9 @@ typedef struct AudioWaveInfo {
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* BST structs
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*/
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/**
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* Game defined categories (groups) for sound effects.
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*/
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typedef enum SoundEffectCategory : uint8_t {
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SE_CATEGORY_SYSTEM_SE,
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SE_CATEGORY_PLAYER_VOICE,
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@@ -63,44 +140,131 @@ typedef enum SoundEffectCategory : uint8_t {
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SE_CATEGORY_ENV_SE
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} SoundEffectCategory;
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/**
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* Data that can be defined for a sound effect in the sound table.
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*/
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typedef struct AudioSoundTableEffectInfo {
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/**
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* Priority relative to other sound effects. Can affect culling and such if
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* many effects are playing.
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*/
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uint8_t priority;
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/**
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* Volume multiplier for this sound effect. Clamped to range 0-2.
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*/
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float volume;
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/**
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* Pitch multiplier for this sound effect.
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*/
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float pitch;
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/**
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* If true, the effect is always treated as max priority, regardless of factors like distance.
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*/
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bool always_max_priority;
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/**
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* Don't calculate volume changes by distance.
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*/
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bool ignore_distance_volume;
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/**
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* Don't FX Mix (reverb) changes by distance.
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*/
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bool ignore_distance_fx_mix;
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/**
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* Don't calculate panning (left/right balance).
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*/
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bool ignore_pan;
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/**
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* Don't calculate dolby (front/back balance).
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*/
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bool ignore_dolby;
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/**
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* 0-15 value controlling volume randomization strength.
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*/
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uint8_t random_volume;
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/**
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* 0-15 value controlling pitch randomization strength.
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*/
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uint8_t random_pitch;
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/**
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* 0-15 value controlling Doppler effect strength.
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*/
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uint8_t doppler_power;
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/**
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* Value from 0-15 selecting "volume distance" class. This effectively selects a fixed curve for
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* parameters like volume by distance.
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*/
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uint8_t volume_dist_class;
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/**
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* Limit minimum volume of sound (after distance drop-off) to 0.2.
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*/
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bool clamp_min_volume;
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/**
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* Treat this sound as "far away" or "culled" at "max distance."
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* Affects things like automatic stopping.
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*/
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bool cull_at_max_distance;
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} AudioSoundTableEffectInfo;
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/**
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* Stereo panning parameters for stream channels.
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*/
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typedef enum StreamPan : uint8_t {
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STREAM_PAN_CENTER,
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STREAM_PAN_LEFT,
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STREAM_PAN_RIGHT,
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} StreamPan;
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/**
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* Maximum amount of channels a streamed track can have.
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*/
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#define STREAM_MAX_CHILDREN 6
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/**
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* Data that can be defined for a stream in the sound table.
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*/
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typedef struct AudioSoundTableStreamInfo {
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/**
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* Unsure if used.
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*/
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uint8_t priority;
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/**
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* Volume multiplier for this stream. Clamped to range 0-2.
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*/
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float volume;
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/**
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* For each channel in the loaded .ast file, specifies the panning position for said channel.
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*/
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StreamPan pan_parameters[STREAM_MAX_CHILDREN];
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char const* file_path;
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/**
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* Whether this stream automatically stops on scene change.
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*/
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bool stop_on_scene_change;
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} AudioSoundTableStreamInfo;
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/**
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* Handle to reference sound table replacements/additions by mods.
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*/
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typedef uint64_t AudioSoundTableHandle;
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/**
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* Defines APIs for replacing and adding audio resources.
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*/
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typedef struct AudioResService {
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ServiceHeader header;
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@@ -108,6 +272,32 @@ typedef struct AudioResService {
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* WSYS API
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*/
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/**
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* Default wave info if none is provided: default key, no loop, not raw audio.
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*/
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AudioWaveInfo const* default_wave_info;
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/**
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* Replace an existing audio wave in the game. This replacement will follow mod order
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* prioritization.
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*
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* The sound effect will remain permanently resident in memory.
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*
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* Sound effects can be provided as raw samples (if raw_wave data is provided in wave_info),
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* WAVE (.wav) file, or OGG Opus (.opus, if Dusklight is compiled with support). Container
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* formats are detected based on header, not based on file name.
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*
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* @param ctx Pointer to your mod's context.
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* @param bank Which wave bank to replace a sound effect in.
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* @param wave_id ID of the wave to replace. This does *not* directly correlate to sound table
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* entries or JAISound values in any way!
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* @param file_name Path of the audio file to load in the mod's data, e.g. res/foo.opus. This
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* does *not* need to be an overlay file!
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* @param wave_info Optional: metadata for the new wave. If not provided will use reasonable
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* defaults (@ref default_wave_info).
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* @param out_handle Optional: pointer receives the handle for the replacement. This can be used
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* with @ref remove_wave.
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*/
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ModResult (*replace_wave)(
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ModContext* ctx,
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AudioWaveBank bank,
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@@ -116,6 +306,22 @@ typedef struct AudioResService {
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AudioWaveInfo const* wave_info,
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AudioWaveHandle* out_handle);
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/**
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* Add a new audio wave to the game. The service allocates the placed ID for you.
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*
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* The sound effect will remain permanently resident in memory.
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*
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* Sound effects can be provided as raw samples (if raw_wave data is provided in wave_info),
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* WAVE (.wav) file, or OGG Opus (.opus, if Dusklight is compiled with support). Container
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* formats are detected based on header, not based on file name.
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*
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* @param ctx Pointer to your mod's context.
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* @param bank Which wave bank to replace a sound effect in.
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* @param file_name Path of the audio file to load in the mod's data, e.g. res/foo.opus. This does *not* need to be an overlay file!
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* @param wave_info Optional: metadata for the new wave. If not provided will use reasonable defaults (@ref default_wave_info).
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* @param out_handle Optional: pointer receives the handle for the addition. This can be used with @ref remove_wave.
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* @param out_wave_id Receives the allocated ID in the wave bank.
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*/
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ModResult (*add_wave)(
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ModContext* ctx,
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AudioWaveBank bank,
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@@ -124,12 +330,33 @@ typedef struct AudioResService {
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AudioWaveHandle* out_handle,
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uint16_t* out_wave_id);
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/**
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* Remove a wave addition/replacement previously created by this mod.
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*
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* @param ctx Pointer to your mod's context.
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* @param handle The handle identifying which wave to remove.
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*/
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ModResult (*remove_wave)(ModContext* ctx, AudioWaveHandle handle);
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/*
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* BST API
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*/
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/**
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* Default sound effect info if none is provided: default volume, pitch, medium priority.
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*/
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AudioSoundTableEffectInfo const* default_effect_info;
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/**
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* Replace a sound effect's parameters in the sound table. This replacement will follow mod order
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* prioritization.
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*
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* @param ctx Pointer to your mod's context.
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* @param category_id Category of the sound effect.
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* @param effect_id ID of the effect.
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* @param info Optional: new parameters for the sound. Falls back to @ref default_effect_info if not provided.
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* @param out_handle Optional: pointer receives the handle for the replacement. This can be used with @ref remove_sound_table.
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*/
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ModResult (*replace_sound_table_effect)(
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ModContext* ctx,
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SoundEffectCategory category_id,
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@@ -137,6 +364,15 @@ typedef struct AudioResService {
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AudioSoundTableEffectInfo const* info,
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AudioSoundTableHandle* out_handle);
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/**
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* Add a sound effect to the sound table. The service allocates the placed ID for you.
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*
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* @param ctx Pointer to your mod's context.
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* @param category_id Category of the sound effect.
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* @param info Optional: new parameters for the sound. Falls back to @ref default_effect_info if not provided.
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* @param out_handle Optional: pointer receives the handle for the replacement. This can be used with @ref remove_sound_table.
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* @param out_effect_id Receives the allocated ID of the sound effect.
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*/
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ModResult (*add_sound_table_effect)(
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ModContext* ctx,
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SoundEffectCategory category_id,
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@@ -144,18 +380,50 @@ typedef struct AudioResService {
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AudioSoundTableHandle* out_handle,
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uint16_t* out_effect_id);
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/**
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* Default sound effect info if none is provided: default volume, medium priority, stereo channels, *no* stop on scene change.
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*/
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AudioSoundTableStreamInfo const* default_stream_info;
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/**
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* Replace a sound effect's parameters in the sound table. This replacement will follow mod order
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* prioritization.
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*
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* @param ctx Pointer to your mod's context.
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* @param stream_id ID of the stream.
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* @param file_path Path of the .ast on disc. If you're providing one yourself, use an overlay!
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* @param info Optional: new parameters for the stream. Falls back to @ref default_stream_info if not provided.
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* @param out_handle Optional: pointer receives the handle for the replacement. This can be used with @ref remove_sound_table.
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*/
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ModResult (*replace_sound_table_stream)(
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ModContext* ctx,
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uint16_t stream_id,
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char const* file_path,
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AudioSoundTableStreamInfo const* info,
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AudioSoundTableHandle* out_handle);
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/**
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* Add a sound effect to the sound table. The service allocates the placed ID for you.
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*
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* @param ctx Pointer to your mod's context.
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* @param file_path Path of the .ast on disc. If you're providing one yourself, use an overlay!
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* @param info Optional: new parameters for the stream. Falls back to @ref default_stream_info if not provided.
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* @param out_handle Optional: pointer receives the handle for the replacement. This can be used with @ref remove_sound_table.
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* @param out_stream_id Receives the allocated ID of the stream.
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*/
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ModResult (*add_sound_table_stream)(
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ModContext* ctx,
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char const* file_path,
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AudioSoundTableStreamInfo const* info,
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AudioSoundTableHandle* out_handle,
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uint16_t* out_stream_id);
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/**
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* Remove a sound table addition/replacement previously created by this mod.
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*
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* @param ctx Pointer to your mod's context.
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* @param handle The handle identifying which wave to remove.
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*/
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ModResult (*remove_sound_table)(ModContext* ctx, AudioSoundTableHandle handle);
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} AudioResService;
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